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Tonight's hotfix addresses the following:
Xbox players, the versions to watch for when you can safely update are: 42 of SS2, and version 15 of Chapter 2.
The two biggest boogiemen, that I'm withholding us moving into standard content/QoL patches for, are the Long Save issue and the HQ Reset issue. Those two links sort of represent the current "main threads" I'm watching for breakthroughs on those problems, and will continue to engage in discussion so we can try and find the patterns. Once we know the exact source of the problem, we'll be able to do something about it - so just need lots of data right now!
After we solve those two problems, I'll feel comfortable shifting my attention to UX Improvements and merging in some of the post launch content folks on the team have already finished creating!
-kinggath
- Added a warning box that will pop-up for PC players who experience the HQ Reset issue. The goal of this is to determine if the issue is an engine level problem or something we can deal with via scripted solutions.
- Adjusted Caleb’s quest “The Hunt for Bombface” so that if he is killed before talking scenes play out, the quest can still continue.
- Restored the Voice of the Commonwealth newspaper meshes to the archive.
- Gunner’s Dossier holotape should no longer show “<Alias=Player>” in the text.
- Tweaked a scene in the quest “Runners and Gunners” to avoid an issue where it could get stuck if Aiden failed to path correctly.
- Fixed a dialogue option regarding recruitment for the quest “End of the Beginning” with Fiona so it has a label instead of just “Positive”.
- Fixed a bug during the quest “End of the Beginning”, where looting the keycard wasn’t always unlocking the 2nd floor access of the elevator.
- Fixed a bug during the quest “End of the Beginning”, where Berman wouldn’t speak for some players.
- Fixed a bug during the quest “End of the Beginning”, where if Berman was convinced to leave he would get stuck on the roof.
- Fixed a bug with the ForcePlotLevel command that could cause the level to fail to actually advance correctly.
- Gunner Tattoos for CPD now have a model.
- Fixed a bug with the Bulletin Board in Concord which could cause some papyrus log spam.
- Fixed a bug where Theresa was teleporting outside of GNN as soon as the player exits GNN at the end of the quest “End of the Beginning”. She should still be there later, after the quest “Moving Day” starts.
- Fixed a bug where floating lights were left behind in the hardware store after the quest “Moving Day” starts.
- Fixed a bug where the game could end up in a weird state if you used the Vault 81 elevator instead of exiting the vault after recruiting Mansfield during the quest “Moving Day”.
- Fixed a bug that could cause factions the player had destroyed to still show up as valid optional objectives for recruitment during the quest “War is Good for Business”.
- For players who allied with the Institute, X6-88 should now be flagged with an objective marker if Shaun is dead during the quest “War is Good for Business”.
- Tweaked the script that handles Jake’s holster swapping to try and eliminate it triggering frequently when he does not have his pistol in inventory.
- Fixed a bug where using the Robotic Expert perk during the Wes encounter would cause the conversation to stop. It should now correctly cause Wes to speak a line and start combat.
- [XBox] Restored missing audio files for Jake at the start of the quest “Well, Well, Well” when he’s speaking to Edmund.
- Fix a bug in the quest “Branigan’s Bounty” that could prevent Craig from acknowledging the cage is open. If Craig has been unresponsive in a player’s save, they can close and re-open the cage door to force the quest to advance after this patch.
- Fixed a bug near the start of the quest “Dark Horizons”, where if the Gunners ended up in combat with random other enemies, it would make the option to talk to them not work correctly.
- Fixed a bug where if the Cheat commands were used to skip past the quest “Well, Well, Well”, the camera sequence triggers would still be active which could cause the quest to start up again.
- CPD main cast should now switch to “office uniforms” when at their main location, and then back to the “field uniforms” they had prior to this office when outside for quests and other moments. This is purely an immersive change, and should have no gameplay impact.
- Changed the faction records for the CPD characters to make it less likely they will attack the player if hit by cross fire or explosive damage.
Xbox players, the versions to watch for when you can safely update are: 42 of SS2, and version 15 of Chapter 2.
The two biggest boogiemen, that I'm withholding us moving into standard content/QoL patches for, are the Long Save issue and the HQ Reset issue. Those two links sort of represent the current "main threads" I'm watching for breakthroughs on those problems, and will continue to engage in discussion so we can try and find the patterns. Once we know the exact source of the problem, we'll be able to do something about it - so just need lots of data right now!
After we solve those two problems, I'll feel comfortable shifting my attention to UX Improvements and merging in some of the post launch content folks on the team have already finished creating!
-kinggath